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About Hunt3rK11l3r

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  1. Hunt3rK11l3r

    Fortuna: Hotfix 24.2.7 +

    Allow each stage of profit taker phase 1 bounty to give an award. It is a 3 stage bounty phase that gives only one reward out of a fairly sizeable pool of rewards. The other bounties are either very short or give an extra reward on top of the base reward. Why even restrict it to one reward on completion in the first place? why take such a big step back after getting the bounty rewards right on fortuna's initial release?
  2. Hunt3rK11l3r

    Fortuna: Mesa Prime - Hotfix 24.2.2

    Bug with profit taker phase 1, when fishing, if someone joins the squad, no progress will be made no matter how many fish are caught Arch-gun sometimes won't be equipped/unequipped when selecting it from the gear wheel (not on cooldown) And what's with this regression in the reward gain from the profit taker bounties. A good step forward was made with then bounty system when fortuna was released, yet now a big step back was made with this update. Why can we only gain one award from the end of phase one, a 3 phase bounty.
  3. Hunt3rK11l3r

    Fortuna: Mesa Prime - Hotfix 24.2.2

    Why. Just, why. Getting a perfect conservation on the higher valued animals with a tranq gun is already impossible due to the fact that: a) The gun takes more than 1 hit to knock them out and b) The capture value won't be "perfect" unless it's put to sleep in one hit Why restrict standing gain like this? Conservations used to be the best method to obtain standing when taking in to account the time, effort and standing gained. Why restrict the standing gain this much? Is it to prevent players getting the chance to take on the profit taker earlier? To artificially extend the time players need to access the content? If that's the case then all you've succeeded in doing is putting more players off from trying to get to the new content and burning others out much faster than necessary. And what is with the vent kids races standing payment/gain? Why pay standing to earn more standing? That's actually no different from just outright reducing the daily standing limit. If the races rewarded something like standing AND maybe a k-drive part or rare resource, and if there was another way to effectively earn standing, perhaps it would be fine but no, all this does is have standing go to waste. DE has made some good choices in most updates past, but the choices here i feel are questionable at best, outright stupid at worst. Someone really needs to look over these changes and rework them drastically.
  4. Hunt3rK11l3r

    Fortuna: The Profit-Taker - Update 24.2

    The ob fight is i feel, pretty well done.However, some decisions in regards to the arch-gun, the main thing used to fight the orb, completely ruins the fight to the point where it's practically not worth doing until they're changed. For one, as everyone else has probably already mentioned, the 10 minute cooldown. Why? Just... why? i know some enemies drop a unique pickup that refreshes it, but the drop is too infrequent and that combined with the fact that the ammo is incredibly limited ruins the flow of the fight. But seriously, could no other idea for restrictions to it not be thought up? you could drop the ammo capacity a little bit with the infrequent heavy ammo drop and things would be fine. And another thing that completely spoils the fight is the stupidly long equipping animation for the arch-gun that completely cancels movement. This is a horrible thing to have. A long equipping animation is fine, but one that completely prevents movement to this extent is absurd especially in a high intensity fight like this where there's rockets, lasers and other nonsense flying at you. Just make some changes to these and these orb fights would be something amazing. As it is now, far too many things holding it back and degrading the experience of a great figfht.
  5. Hunt3rK11l3r

    Fortuna: Hotfix

    isolator bursa can track a frame that is invisible, without being shot at prior with a loud weapon. It's nullifying bubble can instantly kill a frame when it is shot out and deployed and when it pops when it times out.
  6. Hunt3rK11l3r

    Fortuna: Hotfix 24.1.2 +

    anomalies like magnetic anomalies, radiation areas and gas bubbles (from infested hive mission) are invisible. The effect is active, but the visual indicators for them aren't there pax seeker projectiles fly out from an excessively high angle, causing them to hit ceilings before they can begin seeking out nearby targets
  7. Hunt3rK11l3r

    Fortuna: Hotfix 24.0.8

    spy bounty on fortuna (enter secure area > hack console, bonus:no alarms triggered) will not award bonus even when no alarms are triggered ambush coil drive bounty, target coil drive will cause passing-by coil drives to get stuck between it and a nearby rail, causing it to continuously deal deal massive amounts of damage faster than it is possibly to destroy it on higher bounties causing the bonus objective to pretty much fail by default
  8. Hunt3rK11l3r

    Fortuna: Hotfix 24.0.8

    the bounty stage where players need to reach a corpus camp and search for 4 bodies is still bugged to S#&$ the timer will spontaneously cut short from 5 minutes down to 20 seconds (i'm not afk at any point at the bounty, the instant i find the last corpse the timer just drops down to barely a few seconds remaining) some corpses will not even spawn in until a set amount of time has passed the bounty just instantly fails on arrival of the search area is it also a bug or an intended feature to have medical debt bond drop chance and appearance chance on ticker's sales option to be so low as to be almost non-existent?
  9. Hunt3rK11l3r

    Fortuna: Hotfix 24.0.2

    the bounty stage where you need to search for 4 bodies and rescue the workers from fortuna is currently incredibly buggy the last body won't spawn until the last 40-5 seconds of the timer, the stage will keep flashing "abandoning objective" even from within the zone, it instantly fails as soon as the objective pops up, it instantly fails as soon as i enter the search zone. please for the love of god fix this. every bounty that has this particular objective has failed just because of these horrendous bugs there's also a bug with the reinforcement beacon where if the base is destroyed just as it's put down the beacon for some reason will still be fully deployed and transmit eventhough there's nothing there
  10. Hunt3rK11l3r

    Chimera: Hotfix 23.10.8

    falcor will sometimes pass right through or bounce right off enemies when thrown
  11. Hunt3rK11l3r

    Chimera: Hotfix 23.10.2

    transferring into operator just as the frame gets knocked down causes melee, rolling, ,aim glide and abilities to all be disabled when returning to the frame
  12. Hunt3rK11l3r

    Mask of the Revenant: Chroma Prime 23.9.0 +

    game gets stuck in an infinite loading screen when trying to join a public game (just like before), game completely freezes when loading into cetus or the plains, only way around it currently is to force restart the game, waypointing issues are STILL PRESENT. oooohhh, but chroma prime just dropped so SURELY all players must be too occupied grinding this stupid relic system to realize it now aren't they?
  13. Hunt3rK11l3r

    Mask of the Revenant: Hotfix 23.8.1

    so any plans to actually fix this? just going to completely ignore it and hope new content will make us forget about it like the dozens or hundreds of other bugs i the game that have yet to be addressed?
  14. Hunt3rK11l3r

    Dev Workshop: Nezha Revisited

    Considering the fact that nezha's warding halo has that invincibility effect upon breaking for survivability purposes, shouldn't rhino also be given this? Consider the fact that, with this reworked kit, nezha has far more survivability then rhino does. I know rhino does have that aoe cc that can be spammed, but the range is still below average and the energy consumption to keep enemies under control is sometimes a bit too taxing. That aside, this change does seem like an overall improvement to nezha's kit so I'm hoping to actually see more players give him the attention he deserves once this comes out.
  15. Hunt3rK11l3r

    Mask of the Revenant: Hotfix 23.6.1

    the issue with Revenant isn't the fact that he only has 4 thralls (though the fact it's description says "horde" and still has that cap is indeed an issue) it's the fact that they're practically useless. This skill is mainly comparable to nyx's mind first skill, the differences being: -They can be damaged, dying before the mind control effect even sets in, unlike nyx's minion who becomes invincible until the timer runs out in which case it takes the full brunt of the damage it should have taken -The ai are generally stupid, nyx's mind controlled unit is $&*&*#(%&ed, but at least it's tanky and can do something in spite of its $&*&*#(%&ism, but revenant's skill seems to make enemies straight up catatonic, so it would frankly be better to rename the ability to "mental trauma" -the cast time. This ability's cast tie is roughly the same as nyx's but the main issue is it's effectiveness, as stated above. If the ability could do more, then alright, the cast time is fine, but it doesn't, the same goes for his second and third ability, an extensive cast time for minimal effect and in the case of his third skill, an overly-excessive cast time please make changes based on this, not just by assuming "oh, the players are probably complaining about the enemy cap, not the fact that the enemies die too fast to be useful or that they don't do anything" and in regards to the synergy with his abilities, just make it so that only his third and fourth skill can actually do damage to them. If players end up complaining that this kills them too fast then this time it's on them.